- Remove a lot of reference values on primitive data types from Blood's QAV interpolation system. Also use move assignments on the ignoredata TMap when we're adding it to the game-side after processing it.

This commit is contained in:
Mitch Richters 2021-11-15 08:52:20 +11:00 committed by Christoph Oelckers
parent 78e0719eca
commit 974ca7bd1d
5 changed files with 20 additions and 20 deletions

View file

@ -2016,7 +2016,7 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
//
//===========================================================================
static bool parseDefineQAVInterpolateIgnoreBlock(FScanner& sc, const int& res_id, TMap<int, TArray<int>>& ignoredata, const int& numframes)
static bool parseDefineQAVInterpolateIgnoreBlock(FScanner& sc, const int res_id, TMap<int, TArray<int>>& ignoredata, const int numframes)
{
FScanner::SavedPos blockend;
FScriptPosition pos = sc;
@ -2043,7 +2043,7 @@ static bool parseDefineQAVInterpolateIgnoreBlock(FScanner& sc, const int& res_id
return false;
}
auto arraybuilder = [&](const FString& input, TArray<int>& output, const int& maxvalue) -> bool
auto arraybuilder = [&](const FString& input, TArray<int>& output, const int maxvalue) -> bool
{
if (input.CompareNoCase("all") == 0)
{
@ -2091,7 +2091,7 @@ static bool parseDefineQAVInterpolateIgnoreBlock(FScanner& sc, const int& res_id
return true;
}
static bool parseDefineQAVInterpolateBlock(FScanner& sc, const int& res_id, const int& numframes)
static bool parseDefineQAVInterpolateBlock(FScanner& sc, const int res_id, const int numframes)
{
FScanner::SavedPos blockend;
FScriptPosition pos = sc;
@ -2127,11 +2127,11 @@ static bool parseDefineQAVInterpolateBlock(FScanner& sc, const int& res_id, cons
}
// Add interpolation properties to game for processing while drawing.
gi->AddQAVInterpProps(res_id, interptype, loopable, ignoredata);
gi->AddQAVInterpProps(res_id, interptype, loopable, std::move(ignoredata));
return true;
}
void parseDefineQAV(FScanner& sc, FScriptPosition& pos)
static void parseDefineQAV(FScanner& sc, FScriptPosition& pos)
{
FScanner::SavedPos blockend;
FString fn;